As I have already mentioned in the topic of @krecik in https://saesrpg.uk/topic/30407/turf-war-balance, turf wars are currently unbalanced and pretty much dead. The majority of the gangs are in one faction, dominating the server whilst farming activity & money unlimitedly. For this reason, I want to dare to suggest a balance change in order to revive turf wars and make them enjoyable without directly touching the alliances that have formed yet.
The main problem currently is not the number of helpers inside one turf zone, but the number of gangs ganging up on one attacker at the same time. It happens, that 3 or 4 different gangs are each attacking one gang in several different zones, leaving the attacker scattered & outnumbered in every zone, resulting in a loss. In fact 70% of the official gangs are in one side.
The argument of inviting more gangs to the outnumbered side is also invalid as new gangs will not voluntarily decide to join the losing side for the sole reason to farm activities & money by taking allied turfs with no opposition (The most recently formed gangs are the perfect example for that). Furthermore, new gangs aren't formed as frequently as they were more than a year ago, so even if one gang decides to join the losing side, it will barely have any effect.
It just takes away the fun when you DM one gang in one turf zone, just to be AFK turfed from another gang in another zone. I have stopped using the said tactic to -split- the enemy because of the effect it has on the joy of gameplay. For this reason, I have come up with a balance change for turf wars; Zone Cooldowns for Turf Wars
The change has to come from within the script itself because we as players can't change the direction to where turf wars are going at the moment. It was a suggestion that was already brought up. If you could introduce a cooldown to turf zones, that would appear immediately after a zone is taken or defended, it would help immensely. The attackers can take zones, and the opposition is forced to defend. I'd suggest having the cooldown at ~30 mins because 10 minutes would have little to no impact. The same goes for 15 minutes. Gangs would just wait for the cooldown to disappear & to attack the zone to slow down the attackers consistently, as they are then forced to defend on 2 or more fronts again. There would also be a cooldown for successfully defending a zone, so gangs cannot attack 1 zone over and over again. Furthermore, to prevent abuse from defenders, that spray immediately after a zone is getting attacked (so they get progress down to 0 or below 0 to get a defender cooldown) a certain amount of progress is needed to trigger a cooldown for the zone: 50 progress should at least be reached for the cooldown to take effect. 50, because spraying 3 times achieves progress of 45, so you would need to farm 5 more progress to get a cooldown as a defender. Such a thing would also prevent people or allies from accidentally triggering and leaving a zone, which would result in an attacker being unable to take the zone.
An example of how this would work out: ThC attacks a Z zone, ThC gets over 50 progress, thus if Z successfully defends, the zone would have a cooldown. If ThC takes the zone, said cooldown will also appear. If an ally of ThC accidentally attacks the zone and gets defended by Z immediately, there will be no cooldown as 50 progress was not reached.
Through this minor change, gangs would have to be strategic about which zone they attack, as it could very well turn out to be a waste of time if defended. Defenders need to defend or they would lose more zones. More momentum/movement for an attacker, less stagnation. Longer turf wars, longer fun.
This change alone will not save turf wars, but it will be a start of balance. There are still problems with crowded zones, but that is a topic for another time because at least crowded zones are more fun to DM in than whatever is currently practised. I also hope, that the opposition is going to re-consider what they actually desire on SAES: Save the last joy we got (turf wars) or continue farming money & activities whilst losing any joy because there is no enemy to fight.
@Tut-Greco Can you keep this suggestion topic clean from unnecessary comments? It would be good if we could stick to the topic.
I also ask the people that do not have any interest in turf wars to not get involved. Thank you.
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Crank
As I have already mentioned in the topic of @krecik in https://saesrpg.uk/topic/30407/turf-war-balance, turf wars are currently unbalanced and pretty much dead. The majority of the gangs are in one faction, dominating the server whilst farming activity & money unlimitedly. For this reason, I want to dare to suggest a balance change in order to revive turf wars and make them enjoyable without directly touching the alliances that have formed yet.
The main problem currently is not the number of helpers inside one turf zone, but the number of gangs ganging up on one attacker at the same time. It happens, that 3 or 4 different gangs are each attacking one gang in several different zones, leaving the attacker scattered & outnumbered in every zone, resulting in a loss. In fact 70% of the official gangs are in one side.
The argument of inviting more gangs to the outnumbered side is also invalid as new gangs will not voluntarily decide to join the losing side for the sole reason to farm activities & money by taking allied turfs with no opposition (The most recently formed gangs are the perfect example for that). Furthermore, new gangs aren't formed as frequently as they were more than a year ago, so even if one gang decides to join the losing side, it will barely have any effect.
It just takes away the fun when you DM one gang in one turf zone, just to be AFK turfed from another gang in another zone. I have stopped using the said tactic to -split- the enemy because of the effect it has on the joy of gameplay. For this reason, I have come up with a balance change for turf wars; Zone Cooldowns for Turf Wars
The change has to come from within the script itself because we as players can't change the direction to where turf wars are going at the moment. It was a suggestion that was already brought up. If you could introduce a cooldown to turf zones, that would appear immediately after a zone is taken or defended, it would help immensely. The attackers can take zones, and the opposition is forced to defend. I'd suggest having the cooldown at ~30 mins because 10 minutes would have little to no impact. The same goes for 15 minutes. Gangs would just wait for the cooldown to disappear & to attack the zone to slow down the attackers consistently, as they are then forced to defend on 2 or more fronts again. There would also be a cooldown for successfully defending a zone, so gangs cannot attack 1 zone over and over again. Furthermore, to prevent abuse from defenders, that spray immediately after a zone is getting attacked (so they get progress down to 0 or below 0 to get a defender cooldown) a certain amount of progress is needed to trigger a cooldown for the zone: 50 progress should at least be reached for the cooldown to take effect. 50, because spraying 3 times achieves progress of 45, so you would need to farm 5 more progress to get a cooldown as a defender. Such a thing would also prevent people or allies from accidentally triggering and leaving a zone, which would result in an attacker being unable to take the zone.
An example of how this would work out: ThC attacks a Z zone, ThC gets over 50 progress, thus if Z successfully defends, the zone would have a cooldown. If ThC takes the zone, said cooldown will also appear. If an ally of ThC accidentally attacks the zone and gets defended by Z immediately, there will be no cooldown as 50 progress was not reached.
Through this minor change, gangs would have to be strategic about which zone they attack, as it could very well turn out to be a waste of time if defended. Defenders need to defend or they would lose more zones. More momentum/movement for an attacker, less stagnation. Longer turf wars, longer fun.
This change alone will not save turf wars, but it will be a start of balance. There are still problems with crowded zones, but that is a topic for another time because at least crowded zones are more fun to DM in than whatever is currently practised. I also hope, that the opposition is going to re-consider what they actually desire on SAES: Save the last joy we got (turf wars) or continue farming money & activities whilst losing any joy because there is no enemy to fight.
@Tut-Greco Can you keep this suggestion topic clean from unnecessary comments? It would be good if we could stick to the topic.
I also ask the people that do not have any interest in turf wars to not get involved. Thank you.
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